Rein-LunarWickedRing icon


Adds Wicked Ring to the game as a lunar item with a major downside.

Last updated 2 weeks ago
Total downloads 318
Total rating 4 
Dependency string Rein-LunarWickedRing-1.0.0
Dependants 0 other mods depend on this mod

This mod requires the following mods to function

bbepis-BepInExPack-2.0.0 icon

Unified BepInEx all-in-one modding pack - plugin framework, detour library

Preferred version: 2.0.0
tristanmcpherson-R2API-2.1.16 icon

A modding API for Risk of Rain 2

Preferred version: 2.1.16

´╗┐This mod adds Wicked Ring to the game as a lunar item.

If you have any issues contact me on the modding (or the offical) discord. (@Rein#7551) You can also visit the github link above and create issues if that tickles your fancy.

How the item works

-On crit, reduce all cooldowns by 1 second (+ 1 second per stack) multiplied by the proc coef of the attack that crit.
-On crit, take a % of your current hp+shield as damage. The % scales up with how much damage you deal multiplied by stacks, but never will kill you.

My reasoning and methodology

  • Reducing cooldowns on crit is an incredibly powerful effect. If wicked ring was a red without a downside, it would dethrone clover immediately (on almost every character).
  • The effect of Wicked Ring falls under the umbrella term of "Broken", meaning that it is so inherently powerful that balancing it through numbers alone (IE: how much cooldown to reduce) is entirely impossible. It will always be either worthless or overpowered.
  • Rather than try to tune that number to an area where it doesn't break the game, I elected to make it a lunar item. Adding a downside is the best approach to offsetting the inherent strength of Wicked Ring.
  • I went through numerous iterations for a downside. One of the first was doubling your cooldowns, followed by various things like reducing your crit chance, removing the crit damage multiplier, and many other ideas.
  • Eventually, I came to the conclusion that in order for Wicked Ring to work it needed to have a downside that could not be offset by items in any practical way, and forced you to really consider if it was worth the risk.
  • Basically, Wicked Ring needed a downside similar to glass and corpsebloom, something that you could easily regret taking down the line.
  • In addition, the downside needed to be more significant than glass and corpsebloom, because the potential strength of Wicked Ring was much higher. Substantial self damage fit the bill.
  • From there, I focused on tuning the numbers for how much self damage to apply. Instead of listing off a single formula (far too long) I will just give the calculation step by step.

Self damage calculation/formula

  • Whenever an attack crits it takes the damage of the attack and divides it by your character's base damage stat. It then multiplies it by 2 to the power of glass stacks + 1 to ensure that glass increases the damage you take.
  • That value is then multiplied by the number of Wicked Ring stacks, and then multiplied by -1
  • 1.15 is raised to the power of that value.
  • The result is subtracted from 1 and then multiplied by 0.9 * the proc coef of the attack that crit.
  • Finally, that number is multiplied by your current hp + current shield and you take that value as damage.
  • The end result is that as the damage goes to infinity, the percentage of your current health goes to 90%. Meaning no matter what you do, you will never be able to die to the self damage.



  • First release

Available versions

Please note that the install buttons only work if you have compatible client software installed. Otherwise use the zip download links instead.

Upload date Version number Downloads Download link  
2019-9-28 1.0.0 318 Install